Sensor-Driven Machine Learning for Cognitive State and Performance Risk Assessment in eSports: A Systematic Review
Abstract
1. Introduction
2. Materials and Methods
2.1. Criteria for Article Inclusion
2.2. Search Strategy
2.3. Data Collection and Synthesis Methods
2.4. Risk of Bias Assessment
3. Results
3.1. Synthesis of Methodological Approaches
3.1.1. Experimental Design Type and Selection
3.1.2. Sample Size Selection Criteria
3.1.3. Performance Measurement Strategies
3.1.4. Sensors for Physiological and Cognitive State Measurement
3.1.5. Analysis Approaches
3.2. Evaluation Outcomes
3.2.1. Detection and Quantification of Cognitive States
3.2.2. Differentiating Player Expertise
3.2.3. Predicting In-Game Performance and Outcomes
3.2.4. Assessment of Reporting Bias
3.2.5. Observed Limitations
4. Discussion
4.1. Interpreting HRV Across Different Cognitive States
4.2. The Link Between Flow, Performance, and Experience
4.3. Measures for Detecting Flow State
4.3.1. Cortical Activity (EEG)
4.3.2. Autonomic Activity (HRV)
4.4. Implementation of Machine Learning for Predicting Flow
5. A Framework for Detection and Prediction of Flow State
5.1. Framework Limitations
5.2. Limitations of Flow State Evidence in This Review
6. Future Directions
6.1. Practical Deployment Considerations
6.2. Review Limitations
7. Conclusions
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
Appendix A.1. Non-Standard Abbreviations
| Acronym | Full Form |
|---|---|
| FPS | First-person shooter |
| MOBA | Massive online battle arena |
| RTS | Real-time strategy |
| HRV | Heart rate variability (measure of variation in time between consecutive heartbeats) |
| EDA | Electrodermal activity, also called galvanic skin response |
| GSR | Galvanic skin response |
| EEG | Electroencephalogram |
| EMG | Electromyography |
| sAA | Salivary alpha-amylase |
| DHEA-s | Dehydroepiandrosterone sulfate |
| PPG | Photoplethysmogram |
| R-R intervals | Time elapsed between two successive R-waves of the QRS complex on an EKG, used to calculate HRV |
| AUC | Area under the curve |
| ERP | Event-related potential |
| PSD | Power spectral density |
| CCF | Cross-correlation function |
| DLPFC | Dorsolateral prefrontal cortex |
| DMN | Default mode network |
| ELISA | Enzyme-linked immunosorbent assay |
| PST | Psychomotor vigilance test |
Appendix A.2. Risk of Bias Table
| Article | B1 | B2 | B3 | B4 | B5 | B6 | B7 |
|---|---|---|---|---|---|---|---|
| [23] | + | + | + | + | + | + | + |
| [40] | + | + | + | + | + | ? | ? |
| [37] | + | + | − | ? | + | ? | ? |
| [21] | + | + | + | + | + | + | + |
| [26] | − | + | + | + | + | ? | ? |
| [41] | − | − | + | + | + | ? | ? |
| [49] | − | + | + | − | + | ? | + |
| [33] | + | + | + | + | + | ? | + |
| [27] | ? | + | − | + | + | ? | ? |
| [44] | − | − | + | + | ? | ? | ? |
| [45] | − | − | − | ? | + | ? | − |
| [25] | + | + | + | + | + | + | ? |
| [38] | + | + | + | + | ? | − | ? |
| [20] | ? | + | + | + | + | + | + |
| [24] | ? | + | + | + | + | ? | + |
| [46] | + | + | + | + | ? | + | ? |
| [9] | − | − | ? | + | + | + | ? |
| [5] | ? | + | + | + | ? | − | ? |
| [42] | + | + | + | + | + | ? | + |
| [22] | ? | + | + | + | + | + | + |
| [43] | ? | + | ? | ? | + | + | ? |
| [34] | − | + | + | + | + | + | ? |
| [28] | + | + | ? | + | + | + | ? |
| [39] | ? | + | − | + | + | + | ? |
| [31] | − | + | + | + | − | ? | ? |
| [29] | ? | ? | ? | + | + | + | ? |
| [36] | ? | + | + | − | + | + | + |
| [30] | ? | + | + | + | + | ? | ? |
| [32] | + | + | ? | + | + | ? | + |
| [48] | + | + | + | + | + | ? | − |
Appendix B
| Study | Algorithm | Sample Size | Validation Strategy | Features/Classes | Notes |
|---|---|---|---|---|---|
| [5] | SVM (also tested XGBoost, LightGBM, MLP, GRU) | N = 96 | Not specified | HRV/EDA features; 2 classes (Low/High workload); Accuracy: 81.97% | No validation protocol reported; overfitting risk lower given N = 96 |
| [49] | SVM, RF, k-NN | N = 19 (9 pro, 10 am) | Leave-one-group-out, 100 repetitions | Smart chair motion features; 2 classes (Pro/Amateur); ROC AUC: 0.86 | Small sample (9 vs. 10) |
| [30] | Gradient Boosting | N = 20 | 10-fold cross-validation | EEG features; 2 tasks (professionalism, tiredness); F1 = 95% (professionalism), F1 = 90% (tiredness) | Small sample (N = 20); two classification tasks (professionalism and tiredness) |
| [38] | Regression (Classification) Tree with Monte Carlo resampling | N = 45 (15 per game: Valorant, League of Legends, Call of Duty); 250+ h gameplay | Monte Carlo resampling (split ratio and iterations not reported) | Webcam (facial emotions: joy, fear, anger, engagement, valence); Empatica E4 (HR, GSR); Tobii eye tracker (pupil diameter, saccade velocity, gaze velocity, fixation); 15 predictors; predicts tilt onset | Only 15 players per game; genre-specific models; game-agnostic accuracy drops to 65.8%; no overfitting analysis reported; feature selection method unstated |
| [29] | SVM | N = 58 | 10-fold cross-validation | ECG, EDA, EMG, respiration, accelerometer (173 features); 2 classes (emotional/non-emotional) | Moderate sample |
| [31] | SVM | N = 22 | User-dependent vs. user-independent comparison | EEG (primary) + physiological; 3 affective states; 16.3 percentage point drop (66.4% reduced to 50.1%) | Personalized models superior (16.3 percentage point drop when generalizing: 66.4% to 50.1%) |
| [28] | CNN | N = 72 | 5-fold cross-validation | Raw BVP/EDA signals; 3 classes (boredom, flow, stress) | Deep learning with moderate sample |
| [39] | CNN, LSTM | N = 20 | Leave-one-participant-out CV | EDA only; 2 classes (boredom/anxiety) | Small sample for deep learning |
| [36] | XGBoost | N = 193 | 75/25 train–test split + 3-fold CV | Multimodal features; predicts subjective fun levels | Modest predictive performance (F1 only 15% above chance); subjective labels |
| [46] | Lagged Regression | N = 1 (case) | N/A (single subject) | Multimodal physio; predicts pupil dilation | Single-subject case study; no generalization |
| [9] | N/A (statistical) | N = 20 (10 pro, 10 novice) | Not ML-based | EEG ERP analysis; compares pro vs. novice | Statistical comparison, not predictive model |
| [63] | k-NN, PCA, K-means | N = 2 (golfers) | Not specified | EEG features; flow state index (9% discrepancy vs. self-report) | Very small sample (N = 2); non-eSports (golf); no validation details; arXiv preprint (not peer-reviewed); conflict of interest (Sporthype co-authors) |
| [70] | NN, SVM, RF, LSTM, RNN, GRU, XGBoost | N = 26 | Train–test split (ratio not specified) | In-game behavioral features; predicts flow (MAE:0.0623) | Good sample; validation reported; low MAE indicates quality |
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| Term | Description |
|---|---|
| Tilt | State of mental frustration or acute performance decline, leading to poor decision-making |
| Clutch | Performing well under pressure |
| Choke | Failing under pressure |
| Quiet Eye | Gaze behavior, defined as the final steady fixation on a target before a critical action. |
| Flow | State of optimal performance and total immersion in an activity, called as “in the zone” |
| Cyber-sportsman | Professional eSports athlete |
| K/D ratio | Performance metric in combat-based games, also seen as K.D.A. (kill/death/assist) |
| Aimbot maps | Specialized maps in FPS games used for training aim |
| Kovaak’s | Specific software used as an aim trainer |
| Autonomic | Autonomic nervous system (ANS), which controls involuntary bodily functions |
| Oculometry | Measurement of eye movements and pupil responses |
| Pupillometry | Specific measurement of pupil diameter and its response |
| Pupil Constriction | Shrinking of the pupil, identified in this review as a marker for cognitive fatigue |
| Autotelic | Activity that is intrinsically rewarding (i.e., the reward is the activity itself) |
| Transient Hypofrontality | Temporary reduction in the activity of the prefrontal cortex, possibly during flow state |
| Database | Fields Searched | Date Range | Filters Applied | Initial Results |
|---|---|---|---|---|
| Web of Science | Topic, Title, Abstract | 2010–2024 | Article, English | 178 |
| Scopus | Title, Abstract, Keywords | 2010–2024 | Article, English | 156 |
| PubMed | Title/Abstract, MeSH | 2010–2024 | Humans, English | 89 |
| IEEE Xplore | Metadata, Full text | 2010–2024 | Conference + Journal | 15 |
| Category | Subcategory | Studies (n) | Representative References |
|---|---|---|---|
| Sensor | Cardiovascular (HR/HRV) | 20 | [5,20,21,22] |
| Oculometric (eye/pupil) | 10 | [23,24,25,26] | |
| Electrodermal (EDA/GSR) | 9 | [5,27,28,29] | |
| Electroencephalographic (EEG) | 5 | [9,27,30,31] | |
| Biochemical (cortisol/testosterone) | 4 | [21,24,32,33] | |
| Kinematic/EMG | 3 | [34,35,36] | |
| Analytical Approach | Inferential statistics (ANOVA, t-test, correlation) | 18 | [20,23,25,37] |
| Classical ML (SVM, RF, XGBoost, regression tree) | 9 | [5,35,38] | |
| Deep learning (CNN, LSTM, GRU) | 3 | [28,38,39] | |
| Construct | Mental workload/cognitive load | 8 | [5,23,26,40] |
| Stress/arousal | 10 | [20,22,32,33] | |
| Cognitive fatigue | 4 | [24,30,38,41] | |
| Player expertise/skill | 3 | [9,30,35] | |
| Flow/affective state | 2 | [28,31] | |
| Performance prediction | 4 | [36,38,42,43] |
| Author/ Year | eSport Genre/Game | Biosensor(s) and Equipment | Measures | Key Extracted Parameters/Features | Target Construct |
|---|---|---|---|---|---|
| [23] | Puzzle/Baba Is You | EyeLink 1000 eye tracker (500 Hz) | Eye fixations | Fixation duration, Fixation frequency | Perceptual load and cognitive load |
| [40] | Puzzle/Tetris | Tobii Pro TX300 (300 Hz) | Saccades, blinks, pupil size | Peak saccade velocity, Blink frequency, Pupil dilation | Cognitive workload |
| [37] | First-Person Shooter (FPS)/Prey, Doom 3, and Bioshock | Garmin Forerunner 50 sport watch with HR monitor, Thought Technologies ProComp Infiniti bio sensor system In-game questionnaire | Heart rate (HR), electrodermal activity (EDA) | Tonic average values for HR and EDA for each 5 min segment, adjusted by a baseline measurement. Player experience (PX) | Immersion, flow, competence, tension, challenge, negative affect, and positive affect |
| [21] | First-Person Shooter (FPS)/Counter Strike-Global Offensive | Saliva collection: Salivette® cortisol cotton swabs Garmin Forerunner 245 watch | Salivary steroids HR HRV | Saliva: cortisol (nmol/L), salivary alpha-amylase (sAA) (u/L), and dehydroepiandrosterone sulfate (DHEA-S) (ng/mL) concentrations HR: Average in-game HR (HRa) and peak in-game HR (HRpeak) HRV: Root mean square of successive differences (RMSSD), low-frequency/high-frequency ratio (LF/HF), and standard deviation 1 (SD1) | Acute physiological stress responses eSports performance |
| [26] | First-Person Shooter (FPS) | Tobii Pro Spectrum (remote eye tracker) | Gaze behavior/eye movements | Quiet eye (QE) onset | Quiet eye (QE) duration Performance (accuracy) Cognitive load |
| [41] | First-Person Shooter (FPS)/Overwatch Multiplayer Online Battle Arena (MOBA)/League of Legends | Hexoskin Smart Shirt® | Heart rate (HR) Blood pressure (BP) Respiratory rate (RR) | Pre- vs. post-gaming systolic blood pressure Change from resting HR to peak HR during gameplay Pre- vs. post-gaming respiration rate | Physiological and cognitive changes that occur after a discrete session of competitive gaming, including sympathetic nervous system activation and cognitive fatigue |
| [35] | First-Person Shooter (FPS)/Counter Strike: Global Offensive (CS:GO) | A smart chair integrated with a motion processing unit (MPU) 9250 containing an accelerometer and gyroscope | Acceleration (from accelerometer) and angular velocity (from gyroscope) | 13 features were extracted, including: Active Movement: The portion of time a player’s movements exceeded 3 standard deviations from their mean Subtle Oscillations: The mean dispersion of sensor data during inactivity Leaning Back: The portion of time the player was leaning against the chair’s backrest | Player skill level, classified as a binary target of low skill vs. high skill (amateur vs. professional) |
| [33] | First-Person Shooter (FPS)/Overwatch | Polar H10 chest strap ELISA immunoassays | Heart rate (HR) Salivary cortisol Salivary testosterone | Minimum, maximum, and Average heart rate (bpm) Pre- and post-game concentrations of salivary cortisol and testosterone | Arousal/stress |
| [27] | Puzzle/Tetris | EEG: Muse mobile EEG device HRV: Polar V800 multisport GPS clock GSR: NeuLog GSR sensor Eye Tracking: Tobii Dynavox PCE Mini eye tracker | EEG: Brain wave activity from prefrontal cortex channels (AF7, AF8) HRV: RR intervals from heart rate monitoring GSR: Skin conductance Eye Tracking: Gaze point and position | EEG: Normalized power of alpha, beta, and theta bands; alpha/beta ratio HRV (Time-domain): Mean RR, SDNN, RMSSD HRV (Frequency-domain): LF power, HF power, LF/HF ratio GSR: Statistical features (mean, std. dev, power, skewness, kurtosis) and amplitude of responses Eye Tracking: Heat maps showing gaze location and duration | Mental fatigue, stress, and attention |
| [44] | First-Person Shooter (FPS)/Valorant | Tobii 5L eye tracker, Curia software, LabStreaming Layer (LSL) | Pupil size/pupil dilation | Average pupil size (practice: 5.1 mm, game: 5.3 mm), mean pupil diameter, distribution of pupil sizes | Cognitive load, sympathetic/parasympathetic activity |
| [45] | First-Person Shooter (FPS)/Valorant | Oura Ring Gen3 | Photoplethysmography (PPG) | Motion/activity (from accelerometer) Skin temperature Nightly sleep duration Nightly heart rate variability (HRV), measured as the root mean square of successive differences (rMSSD) | Gaming performance, measured by:
|
| [25] | First-Person Shooter/Counter-Strike: Global Offensive (CS:GO) | Head-mounted Tobii Pro Glasses 2 mobile eye tracker | Gaze behavior Pupil dilation | From Gaze: Search rate, fixation number, fixation duration, quiet eye duration From Pupillometry: Change in pupil dilation (in situ pupil diameter minus baseline) |
|
| [38] | First-Person Shooter/ Valorant, Call of Duty and MOBA/ League of Legends | Webcam and microphone Empatica E4 watch Tobii-30 eye tracker | Facial expressions Heart rate (HR) Blood volume pulse (BVP) Galvanic skin response (GSR)/electrodermal activity (EDA) Acceleration Gaze distribution and pupillometry | Facial Expression: Joy, fear, anger, engagement, valence Gaze: Pupil diameter, saccade velocity, gaze velocity Physiological: Heart rate (HR), heart rate variability (HRV), galvanic skin response (GSR) | Performance decline (predicting “tilt” vs. “pretilt” states) |
| [20] | MOBA/ League of Legends | SCOSCHE heart rate armband, WIMU PRO tracking system | Heart rate/RR intervals | Time-Domain: Mean HR, mean RR, SDNN, RMSSD, NN50, pNN50 Frequency-Domain: LF, HF, LF/HF ratio | Autonomic nervous system activity, physiological stress, and fatigue |
| [24] | eFootball | Eye tracker (Tobii Pro Nano) Heart rate monitor (Polar H10) Saliva collection tubes with ELISA kit for analysis | Pupil diameter Heart rate Salivary cortisol | Mean pupil diameter Change in pupil diameter (Δ) from baseline Average hourly heart rate Salivary cortisol concentration | Cognitive fatigue/cognitive decline |
| [46] | Real-Time Strategy/Starcraft 2 | Eye tracker: Tobii 5L Eye Tracker Multi-sensor device: Emotibit | Pupil dilation Skin temperature Heart rate | Normalized and binned (4 s intervals) time-series data from each signal Cross-correlation function (CCF) to identify relationships Lagged time-series features (e.g., pupil dilation at t-4 s, skin temperature at t-32 s) for regression modeling The dynamic interactions and temporal lag effects between physiological systems during competitive gaming | Understanding the holistic physiological state and the interconnectedness of organ systems (a “network physiology” approach) |
| [9] | First-Person Shooter (FPS)/Counter-Strike: Global Offensive | Electroencephalogram (EEG); Nautilus wearable EEG headset with 32 channels | Electroencephalogram (EEG) signals | Temporal Domain: Event-related potentials (ERPs), specifically the latency and amplitude of the P200, N200, and P300 components Frequency Domain: Spectrograms and stimulus-locked alpha-band power | Player skill/expertise level (professional vs. novice) Cognitive skills (reaction time, visual search, and decision-making) Cognitive processing (e.g., stimulus classification, attention) |
| [5] | MOBA/League of Legends | Wearable photoplethysmogram (PPG) and EDA sensors | Heart rate variability (HRV) and electrodermal activity (EDA) | From HRV: SDNN, RMSSD, CV, Shannon entropy, Renyi entropy, Tsallis entropy. From EDA: Mean, standard deviation, range, skewness, kurtosis, and peak count (from both tonic and phasic components) Tonic peak count Phasic peak count | Mental workload (classified as “low” or “high”) |
| [42] | MOBA/League of Legends | Polar H10 HR sensor with a Pro Strap | Heart rate (HR) | Mean heart rate (bpm), maximum heart rate (bpm), and average relative heart rate | Psychophysiological response (arousal/stress) linked to in-game performance, specific in-game actions, player roles, and match outcomes |
| [22] | Sports Simulation/FIFA 21 MOBA/League of Legends | Heart rate monitor and chest strap Polar RS800 CX Hemodynamic monitor Mobil-O-Graph Gas collection system Metalyzer 3B | RR intervals Blood pressure Pulse wave Breath-by-breath ventilation (VO2 and VCO2) | HRV: RMSSD, SDNN Heart Rate: Mean HR Hemodynamics: pSBP, pDBP, cSBP, cDBP, PWV Metabolics: Energy expenditure (EE) | Physiological stress response |
| [43] | First-Person Shooter (FPS)/Team Fortress 2 (TF2) | Wireless heart rate monitor (HRM) belt Raspberry Pi SBC (for processing HRM data) Microphone (for voice capture) Computer keyboard & mouse | Heart rate voice data Keyboard pressings and mouse movements | From Heart Rate: Average heart rate (bpm) From Voice: Mel-frequency cepstral coefficients (MFCCs), emotional passivity (EP), positive tone (PT), and negative tone (NT) From Game Events: Avatar rotation intensity (yaw per second) and movement velocity (distance per second) | Player and team performance, stress, and team communication |
| [47] | First-Person Shooter (FPS) and Multiplayer Online Battle Arena (MOBA) Specific games included Valorant, Counter-Strike, Overwatch, Rainbow Six Siege, League of Legends, and Defense of the Ancients 2 | Surface electromyography (EMG): A wireless system (Ultium, Noraxon) was used Motion capture (Mocap): A 10-camera, marker-based mocap system (Qualisys) was used | Electromyographic signals from the upper trapezius and wrist extensors Kinematic data from markers on the upper body and limbs | From EMG: Median frequency (MDF) and root mean square (RMS) to quantify muscular fatigue From Mocap: Area of displacement (AoD), cumulative distance traveled by the mouse hand, and the number of velocity zero-crossings | Muscular fatigue Wrist kinematics |
| [28] | Puzzle/Tetris | Empatica E4 wrist-worn device | Blood volume pulse (BVP) Electrodermal activity (EDA) | DeepFlow Model: Raw BVP and EDA signals in 2 min sliding windows Benchmark Models: Manually engineered features were used for comparison, including heart rate variability (HRV) features (LF, HF, LF/HF ratio) and EDA features (fGSRDecTime, fspeaks) | 2-Class Task: High-flow vs. low-flow states. 3-Class Task: Affective states of boredom, flow, and stress |
| [39] | Puzzle/Tetris | Training Data: Biosemi Active 2 system User Study: Custom open-source sensor | Electrodermal activity (EDA)/skin conductance | Baseline Models (LDA/QDA): Average EDA, percentage of signal increase, total number of peaks Deep Learning Model: Raw signal derivatives (used for an end-to-end approach | Player’s Emotional State: Boredom vs. anxiety |
| [31] | 2D Shoot ‘em up (custom plane battle videogame) | Elemaya Visual Energy Tester 4-electrode EEG Galvanic skin resistance (GSR) sensor Heart rate (HR) photoplethysmography sensor | Electroencephalography (EEG) Galvanic skin resistance (GSR) Heart rate (HR) | Power spectral densities (PSDs) in 7 brainwave bands (delta, theta, alpha, low, mid, and high beta, gamma) for each of the 4 EEG electrodes Coherence between each pair of EEG electrodes GSR and HR signals computed from 1 s segments | Player state (boredom, flow, frustration/anxiety) |
| [29] | Football Simulation/FIFA 2016 | BioNomadix wireless sensors with a Biopac MP150 monitoring system, including an ECG sensor, EDA sensor, respiration belt, two EMG sensors, and an accelerometer sensor | Electrocardiogram (ECG) Electrodermal activity (EDA) Respiration electromyography (EMG) from zygomaticus and corrugator muscles 3-axis accelerometer signals for body movement | Time-domain features: mean, median, standard deviation, variance, kurtosis, skewness, and others Frequency-domain features: band energy and band energy ratios A total of 173 features were extracted for each signal segment | Player emotion, specifically the presence of emotion (emotional vs. non-emotional moments) Dimensional emotion (arousal and valence levels) Categorical emotions (e.g., happiness, frustration, anger) |
| [36] | Action-Adventure/Assassin’s Creed Unity and Assassin’s Creed Syndicate | Biopac MP150 system Respiration (RSP) belt transducer Smart Eye Pro eye-tracking system Noldus FaceReader 5.0 (from video recording) | Electrocardiogram (ECG) Respiration (RSP) Electrodermal activity (EDA) Electromyography (EMG) Pupil diameter Eye movements (blinks, fixations, saccades) Head orientation (pitch, yaw, roll) Facial action units | Statistical features (mean, min, max, skewness, kurtosis, trend) extracted from 5 s epochs of the physiological signals Spectral power density of signals Time-independent features from questionnaire responses (e.g., immersion, NASA-TLX, self-reported difficulty) | The player’s self-reported level of “fun,” which was continuously rated by the participant during a session replay. This continuous rating was then classified into three discrete states: low, neutral, and high fun for the prediction task |
| [30] | First-Person Shooter/Counter-Strike: Global Offensive | Electroencephalography (EEG)/Mitsar-EEG-SmartBCI | Electroencephalography (brain electrical activity) | The difference in min, mean, and max FFT amplitudes for five EEG frequency bands (delta, theta, alpha, beta, gamma) recorded before and after the game | Player professionalism (professional vs. casual) Player health state (fresh vs. tired/ill) |
| [32] | First-Person Shooter (FPS) Counter-Strike: Global Offensive (CS:GO) | Polar H10 chest strap OMRON M2 blood pressure monitor Super GL2 analyzer (for blood lactate) ELISA tests (for cortisol and testosterone) | Heart rate (HR)-Heart rate variability (HRV) Blood pressure Blood samples for cortisol (C), testosterone (T), and blood lactate (BLa) levels | Resting, mean, and maximum HR Systolic and diastolic blood Pressure DFA-alpha1 (from HRV) Blood cortisol (C) level Blood testosterone (T) level Blood lactate (BLa) level | Physiological stress/arousal differences in stress response between winners and losers |
| [48] | First-Person Shooter (FPS) Games: Counter-Strike 2, Valorant, Kovaak’s aim trainer | Polar H7 heart rate sensor Braun ThermoScan® PRO 6000 ear thermometer | Heart rate RR-intervals In-ear body temperature | Heart rate variability (HRV) change (rest vs. exertion), specifically RMSSD Body temperature change Rate of perceived exertion (RPE) | Aiming Performance Metrics: DMG (damage), HITS, ACC% |
| Author/ Year | eSport Genre/Game | Participants (n, Expertise, Gender) | Implemented Model | Summarized Outcomes |
|---|---|---|---|---|
| [23] | Puzzle/Baba Is You | n = 9, undergraduates, 6M/3F | Two-way repeated-measures ANOVA | Fixation duration increased under cognitive load (329 vs. 314 ms, ηP2 = 0.70); frequency decreased (ηP2 = 0.72) |
| [40] | Puzzle/Tetris | Healthy adults | Saccades, blinks, pupil size | Game speed increased saccade velocity and pupil dilation; decreased blink frequency. No specific values reported |
| [37] | First-Person Shooter (FPS)/Prey, Doom 3, and Bioshock. | n = 16 4 novice, 6 intermediate, 6 hardcore Gender not specified | Pearson’s correlation coefficient | HR negatively correlated with flow (r = −0.25) and immersion (r = −0.43); EDA correlated only with negative affect (r = 0.38) |
| [21] | FPS/Counter Strike-Global Offensive | n = 10; male; experienced (rank > Gold Nova 1) | Randomized crossover design; 15 min HIIT (cycling) vs. 15 min rest; 20 min reading reboot; CS:GO “AimBotz” performance task“ | No significant performance or HRV effects; higher in-game HR post-HIIT; significant sAA elevation |
| [26] | FPS | n = 23; mixed expertise (11 >5 h/mo, 12 <5 h/mo); 23 male | Linear mixed-effects model (LMM) | Hits had longer QE than misses (624 vs. 465 ms, p = 0.03); cognitive load delayed QE onset (p < 0.01); speed–accuracy tradeoff (r = −0.83) |
| [41] | FPS/Overwatch Multiplayer Online Battle Arena (MOBA)/League of Legends | n = 17 (n = 9 FPS, n = 8 MOBA) Competitive collegiate varsity team 100% male | Repeated-measures general linear model (GLM) | FPS increased systolic BP (p = 0.019); MOBA increased peak HR (p = 0.043); both impaired Stroop accuracy (p = 0.042) |
| [35] | FPS/Counter Strike: Global Offensive (CS:GO) | n = 19 9 professionals (monolith team), 10 amateurs Gender: Not specified | SVM (best), logistic regression, KNN, Random Forest | AUC = 0.86; pros showed less active movement and specific subtle oscillations |
| [33] | FPS/Overwatch | n = 32 low & high skill collegiate males | Statistical analysis (ANOVA, t-tests) | Testosterone rose 17.2% in low-skill (p < 0.001), not high-skill (p = 0.634); avg HR 107.2 bpm; no cortisol change |
| [27] | Puzzle/Tetris | n: 10 Expertise: Not specified Gender: 2 female, 8 male | Statistical analysis (Wilcoxon signed-rank test, Spearman’s correlation) | Post-game stress increase (p = 0.027); EEG alpha and HRV LF/HF correlated (r = 0.8); high-scorers had focused gaze |
| [44] | FPS/Valorant | n = 1; collegiate player, ranked Diamond 1 (top 12%); gender not specified | Graphical investigation (violin and scatterplot graphs) | Pupil size larger in competition (5.3 mm) vs. practice (5.1 mm) |
| [45] | FPS/Valorant | n = 19 High-performing (Diamond rank or above) 16 male, 3 female | Wilcoxon signed-rank test Linear mixed-effects models Pearson correlation | HRV increased significantly (p < 0.001); no gaming performance change (headshot %, p = 0.061) |
| [25] | FPS/Counter-Strike: Global Offensive (CS:GO) | Exp 1: n = 90; national & university levels; 67 male, 23 female Exp 2: n = 28; national level; 25 male, 3 female | Mixed ANOVA Paired t-tests Within-subject mediation | Accuracy dropped under pressure (74%→69%, 88%→80%); pupillometry confirmed higher cognitive effort (1.36 vs. 1.53) |
| [38] | First-Person Shooter/ Valorant, Call of Duty and MOBA/ League of Legends | n: 45 Expertise: High proficiency (platinum, gold, master) Gender: Not specified in text | Binary classification (regression tree) | 87%, 82.7%, 76.6% accuracy by genre; game-agnostic dropped to 65.8% |
| [20] | MOBA/ League of Legends | n = 40, college students (≥6 h/week), male | Friedman test, Wilcoxon signed-rank test | Sympathetic increase, parasympathetic decrease (p < 0.05); HR rose 74.6→~81 bpm; incomplete 30 min recovery |
| [24] | eFootball | n = 33; 14 casual players (CP), 19 hardcore players (HP); 32 male, 1 female | Statistical analysis (t-test, two-way ANOVA) | Pupil diameter decreased ~0.1–0.2 mm after 2 h; flanker interference increased ~50%; pupil change correlated with decline (r = −0.51) |
| [46] | Real-Time Strategy/Starcraft 2 | n = 1 gamer/neurotechnology enthusiast male | Cross-correlation function (CCF) lagged regression | Pupil correlated with HR (r = 0.1, 12 s lag) and skin temp (r = 0.2, −32 s lag); model explained 43% variance |
| [9] | First-Person Shooter (FPS)/Counter-Strike: Global Offensive | n = 20 selected for analysis Expertise: 10 professional players, 10 novice players Gender: 21 male, 3 female in initial pool of 24 | Statistical analysis (Student’s t-test, permutation test, Spearman correlation) Tensor decomposition (canonical polyadic decomposition) | Sensor latencies 20–70 ms faster, amplitudes 7–9µV higher in pros; no decision-making accuracy difference (p = 0.71) |
| [5] | MOBA/League of Legends | n: 96 Expertise: Professional & amateur Gender: All male | SVM (best performer); XGBoost, LightGBM MLP GRU KAN | 81.97% accuracy (AUC = 0.88); tonic peak count (rho = 0.57) and phasic peak count (rho = 0.47) top predictors |
| [42] | MOBA/League of Legends | 5, elite/professional, male | Linear regression, ANOVA, structural equation model (SEM) | Tower kills predicted victory; HR similar for wins (116 bpm) vs. losses (113 bpm); nexus destruction spiked HR +22 bpm |
| [22] | Sports Simulation/FIFA 21 MOBA/League of Legends | n = 27, 26 amateur/1 semi-pro, All male | Repeated-measures ANCOVA, Student’s t-tests | HR rose to 40% of peak (p < 0.001); systolic BP ~125→~141 mmHg; RMSSD decreased (p = 0.019); no genre difference |
| [43] | First-Person Shooter (FPS)/Team Fortress 2 (TF2) | n = 35 (7 teams), competitive players, gender not specified | Random Forest classifier | 92.7% accuracy; successful teams communicated more positively; elevated HR (+25 bpm) hurt performance |
| [47] | First-Person Shooter (FPS) and Multiplayer Online Battle Arena (MOBA). Specific games included Valorant, Counter-Strike, Overwatch, Rainbow Six Siege, League of Legends, and Defense of the Ancients 2. | n = 32 Top 20% ranking males | Mixed ANOVA Repeated-measures ANOVA Robust ANOVA Robust regression | MDF decreased ~3.5%, RMS decreased ~16% (p < 0.001) over 3–4 h; 10 min break insufficient for recovery |
| [28] | Puzzle/Tetris | n: 72 (70 sessions used) Expertise: Less and more experienced players Gender: 27 female, 45 male | Convolutional neural network (CNN) named DeepFlow | 2-class flow: 67.5%; 3-class: 49.2%; BVP best for 2-class, BVP + EDA for 3-class |
| [39] | Puzzle/Tetris | Training: n = 20 User Study: n = 56 Expertise: Varied, from never played to regular players Gender: Not specified | Ensemble of deep networks (1D CNN + LSTM) | 73.2% accuracy; biased toward anxiety detection over boredom |
| [31] | 2D Shoot ‘em up (custom plane battle videogame) | n = 22 engineering MSc and PhD students 91% familiar or very familiar with video games 17 male, 5 female | Support Vector Machine (SVM) with RBF kernel Bayesian Network (BN) classifiers | Personalized: 66.9% vs. user-independent: 50.1% (27% drop); low beta EEG most informative |
| [29] | Football Simulation/FIFA 2016 | n = 58, varied skill levels, gender not specified | Linear Support Vector Machine (SVM) | Anger (F1 = 0.689) and frustration (F1 = 0.685) most detectable; arousal (F1 = 0.602) beat valence (F1 = 0.573); optimal segment 14–20 s |
| [36] | Action-Adventure/Assassin’s Creed Unity and Assassin’s Creed Syndicate | n = 193; novices (to the specific games); 184 male, 9 female | XGBoost classifier | F1 = 0.38 (15% above chance); respiration, ECG, head/eye tracking most predictive |
| [30] | First-Person Shooter/Counter-Strike: Global Offensive | n = 20; 10 professional, 10 casual; gender not mentioned | Random Forest classifier, Gradient Boosting classifier | Pro vs. casual: 92% (F1 = 0.95); fresh vs. tired: 88% (F1 = 0.90) |
| [32] | First-Person Shooter (FPS) Counter-Strike: Global Offensive (CS:GO) | n = 22; recreational; male | Statistical comparison (t-tests) | HR ~105 bpm; cortisol rose significantly (p < 0.001); no difference between winners and losers |
| [48] | First-person Shooter (FPS) Games: Counter-Strike 2, Valorant, Kovaak’s aim trainer | n: 16 Gender: 15 males, 1 female Expertise: Amateurs, retired professional | Linear mixed model (LMM) | No significant warm-up effect on aim; RPE near-significant negative relationship with damage; effects highly individual |
| Dimension | Description |
|---|---|
| Balance between Ability and Challenge | Difficulty matches to skill level, avoiding boredom (too easy) and anxiety (too hard) |
| Merging of Action and Awareness | Difference between thought and action dissolving into a single, fluid experience |
| Clear Goals | The objectives are clear, immediate, and well-defined |
| Clear Direct Feedback | Allows the person to adjust their performance in real time |
| Concentration on the Task | All internal and external distractions fade away |
| Sense of Control | Control over one’s actions and the environment, free from the worry of failure |
| Loss of Self-Consciousness | Allows for uncritical performance |
| Distorted Sense of Time | One’s perception of time is altered |
| Autotelic Experience | Enjoyment comes from the experience rather than outcomes |
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Kulkarni, A.R.; Kuber, P.M. Sensor-Driven Machine Learning for Cognitive State and Performance Risk Assessment in eSports: A Systematic Review. Electronics 2026, 15, 1465. https://doi.org/10.3390/electronics15071465
Kulkarni AR, Kuber PM. Sensor-Driven Machine Learning for Cognitive State and Performance Risk Assessment in eSports: A Systematic Review. Electronics. 2026; 15(7):1465. https://doi.org/10.3390/electronics15071465
Chicago/Turabian StyleKulkarni, Abhineet Rajendra, and Pranav Madhav Kuber. 2026. "Sensor-Driven Machine Learning for Cognitive State and Performance Risk Assessment in eSports: A Systematic Review" Electronics 15, no. 7: 1465. https://doi.org/10.3390/electronics15071465
APA StyleKulkarni, A. R., & Kuber, P. M. (2026). Sensor-Driven Machine Learning for Cognitive State and Performance Risk Assessment in eSports: A Systematic Review. Electronics, 15(7), 1465. https://doi.org/10.3390/electronics15071465

